// Use this for initialization void Start() { anim = gameObject.GetComponent <Animator>(); RB = gameObject.GetComponent <Rigidbody2D>(); enemyDMG = gameObject.GetComponent <enemyDamage>(); playerContact = false; }
private void OnCollisionEnter(Collision collision) { //take damage if (collision.gameObject.tag == "Enemy") { FindObjectOfType <AudioManager>().Play("hit"); enemyDamage colliderDmg = collision.gameObject.GetComponent <enemyDamage>(); health -= colliderDmg.damage; } }
void Start() { rigidBody = GetComponent <Rigidbody>(); transform.eulerAngles = enemyDirection; playerCube = GameObject.FindGameObjectWithTag("Player"); enemyDmg = GetComponent <enemyDamage>(); if (enemyDmg.enemyNumber == enemyDamage.EnemyTypes.enemyCylinder) { enemyDirection = new Vector3(0, Random.Range(0, 360), 0); } }
void Start() { rigidBody = GetComponent<Rigidbody>(); transform.eulerAngles = enemyDirection; playerCube = GameObject.FindGameObjectWithTag("Player"); enemyDmg = GetComponent<enemyDamage>(); if(enemyDmg.enemyNumber == enemyDamage.EnemyTypes.enemyCylinder) { enemyDirection = new Vector3(0, Random.Range(0, 360), 0); } }
void Shoot() { FindObjectOfType <AudioManager>().Play("gun"); RaycastHit hit; if (Physics.Raycast(transform.position, transform.forward, out hit, range)) { if (hit.transform.tag == "Enemy") { enemyDamage target = hit.transform.gameObject.GetComponent <enemyDamage>(); target.getHit(damage); } Instantiate(explosion, hit.point - transform.forward + Vector3.up, Quaternion.identity); } }
void OnTriggerEnter(Collider other) { if (other.CompareTag("Enemy4")) { enemyDamage ed = other.GetComponent <enemyDamage>(); ed.ouchThatHurts(); Destroy(gameObject); // Destroy(other.gameObject); } else if (other.CompareTag("obstacle")) { Destroy(gameObject); } }
void OnTriggerEnter(Collider shot) { if(shot.transform.tag == "Enemy") { enemyDmg = shot.transform.GetComponent<enemyDamage>(); switch (enemyDmg.enemyNumber) { case enemyDamage.EnemyTypes.enemyCylinder: enemyDmg.damage(wkDamage); break; case enemyDamage.EnemyTypes.enemyCube: enemyDmg.damage(strDamage); break; case enemyDamage.EnemyTypes.enemyCapsule: enemyDmg.damage(supstrDamage); break; } Destroy(gameObject); } }
void OnTriggerEnter(Collider shot) { if (shot.transform.tag == "Enemy") { enemyDmg = shot.transform.GetComponent <enemyDamage>(); switch (enemyDmg.enemyNumber) { case enemyDamage.EnemyTypes.enemyCylinder: enemyDmg.damage(wkDamage); break; case enemyDamage.EnemyTypes.enemyCube: enemyDmg.damage(strDamage); break; case enemyDamage.EnemyTypes.enemyCapsule: enemyDmg.damage(supstrDamage); break; } Destroy(gameObject); } }
public void damage(string gestureClass, float gestureScore) { if (FightManager.currEnemy == null) { return; } // code to make enemy fly back AutoMove.damaged = true; AutoMove.playerContact = false; Animator enemyAnim = FightManager.currEnemy.GetComponent <Animator>(); enemyDamage enemyDMG = FightManager.currEnemy.GetComponent <enemyDamage>(); // enemyDMG.contact = false; enemyAnim.SetTrigger("IsPushed"); // code to make player fight Animator playerAnim = FightManager.currPlayer.GetComponent <Animator>(); playerAnim.SetTrigger("isFighting"); switch (gestureClass) { case "Lightning": if (SaveManager.Instance.upgrades[8] != 0 && FightManager.currEnemy != null && FightManager.currEnemy.GetComponent <SpriteRenderer>().isVisible) { SfxManager.PlaySound("Zap"); GameObject tempLightning = Instantiate(lightning, FightManager.currPlayer.transform.position, Quaternion.identity); float lightningLength = tempLightning.GetComponent <SpriteRenderer>().bounds.size.x / 2; float dist = -FightManager.currPlayer.transform.position.x + FightManager.currEnemy.transform.position.x; float toScale = dist / lightningLength; tempLightning.transform.localScale = new Vector3(toScale / 2, tempLightning.transform.localScale.y, tempLightning.transform.localScale.z); tempLightning.transform.position = FightManager.currPlayer.transform.position + new Vector3(lightningLength * tempLightning.transform.localScale.x, -1f, 0); lightningAnim = tempLightning.GetComponent <Animator>(); lightningAnim.SetTrigger("On"); StartCoroutine(destroyAfterTime(0.5f, tempLightning)); //Temp formula float damage = (float)SaveManager.Instance.gestureDMG[3]; FightManager.currEnemy.gameObject.GetComponent <enemyHealth>().addDamage(damage); FloatingTextController.CreateFloatingText(damage.ToString(), FightManager.currEnemy.transform); } Debug.Log(gestureClass + " " + gestureScore); break; case "forward slash": if (SaveManager.Instance.upgrades[6] != 0 && FightManager.currEnemy != null && FightManager.currEnemy.GetComponent <SpriteRenderer>().isVisible) { GameObject tempSlash = Instantiate(slash, FightManager.currEnemy.transform.position, Quaternion.identity); SfxManager.PlaySound("ForwardSlash"); slashAnim = tempSlash.GetComponent <Animator>(); slashAnim.SetTrigger("On"); StartCoroutine(destroyAfterTime(0.5f, tempSlash)); //Temp formula float damage = (float)SaveManager.Instance.gestureDMG[2]; FightManager.currEnemy.gameObject.GetComponent <enemyHealth>().addDamage(damage); FloatingTextController.CreateFloatingText(damage.ToString(), FightManager.currEnemy.transform); } Debug.Log(gestureClass + " " + gestureScore); break; case "back slash": if (SaveManager.Instance.upgrades[4] != 0 && FightManager.currEnemy != null && FightManager.currEnemy.GetComponent <SpriteRenderer>().isVisible) { //Temp formula GameObject tempSlash = Instantiate(slash, FightManager.currEnemy.transform.position, Quaternion.identity); tempSlash.transform.localScale = new Vector3(-tempSlash.transform.localScale.x, tempSlash.transform.localScale.y, tempSlash.transform.localScale.z); SfxManager.PlaySound("BackwardSlash"); slashAnim = tempSlash.GetComponent <Animator>(); slashAnim.SetTrigger("On"); StartCoroutine(destroyAfterTime(0.5f, tempSlash)); float damage = (float)SaveManager.Instance.gestureDMG[1]; FightManager.currEnemy.gameObject.GetComponent <enemyHealth>().addDamage(damage); FloatingTextController.CreateFloatingText(damage.ToString(), FightManager.currEnemy.transform); } Debug.Log(gestureClass + " " + gestureScore); break; case "line": if (FightManager.currEnemy != null && FightManager.currEnemy.GetComponent <SpriteRenderer>().isVisible) { GameObject tempLine = Instantiate(line, FightManager.currEnemy.transform.position, Quaternion.identity); SfxManager.PlaySound("Line"); lineAnim = tempLine.GetComponent <Animator>(); lineAnim.SetTrigger("On"); StartCoroutine(destroyAfterTime(0.2f, tempLine)); float damage = (float)SaveManager.Instance.gestureDMG[0]; FightManager.currEnemy.gameObject.GetComponent <enemyHealth>().addDamage(damage); FloatingTextController.CreateFloatingText(damage.ToString(), FightManager.currEnemy.transform); } Debug.Log(gestureClass + " " + gestureScore); break; case "Fireball": if (SaveManager.Instance.upgrades[10] != 0 && FightManager.currEnemy != null && FightManager.currEnemy.GetComponent <SpriteRenderer>().isVisible) { Vector3 offset = new Vector3(0.1f, -0.5f, 0); Vector3 spawnPos = FightManager.currPlayer.transform.position + offset; GameObject tempPyro = Instantiate(pyro, spawnPos, Quaternion.identity); SfxManager.PlaySound("FireBall"); tempPyro.GetComponent <Rigidbody2D>().AddForce(new Vector2(10f, 0), ForceMode2D.Impulse); } Debug.Log(gestureClass + " " + gestureScore); break; } }